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New beta is very unstable for me. Crashed 10+ times today, texturing a character. Doing simple stuff like filling objects with solid color (rectangle lasso tool), and shortly after duplicating layers mostly.
Also, using the lasso stroke modes in the UV window don't work correctly. Instead of filling the area that is actually selected, they only produce stripe-like artifacts.

You should always use the app that does the best job for a certain task. Whats important (to me at least) is to achieve the best result possible, not to use as few apps as possible (even if that involves a couple of extra steps). I'd be great if you could use just one app for everything, but that won't happen because all developers focus on different areas of the workflow, and thus the apps have their strengths and weaknesses in different areas.
Dedicating development resources on the 3DCoat rendering engine for example will produce a better rendering engine, but it will be inferior to other already established apps, simply because the other developers have dedicated resources on that area exclusively for years.
I own both 3DCoat and ZBrush, and use both. I do sculpting in ZBrush, but for certain tasks 3DCoat is better/ faster (voxels).
I do texture baking in Marmoset Toolbag or Knald, Retopology in Modo, painting mostly in Substance Painter, somethimes in 3DCoat. I could do all those things in 3DCoat, but I'd miss out on a lot of great features in the other apps that produce superior results in the end.
Its often better to use specialized apps that can do a single task best, than to try and do everything in one single app. That might work for hobbyists, but not for professionals that need to produce models of the highest possible quality.

You should not focus on stuff that other, already established apps will be able to do better anyway, and that most people in the industry already own. I for one will always do previews and presentations in Marmoset Toolbag, period.
Focus on what the app does best, and what other apps can't do. Rendering should imo be of very low priority.

Only left side of image overlay (red circle) was distorted actively. The right side (green circle) is distorted automatically at the same time, but should, of course, remain untouched. I guess that this is due to the fact that the distort tool treats the image overlay as tiled, thus mirroring the distortion over to the other side.

The 'Distort Image' functionality should respect image tiling. Right now, with tiling off, it influences the overlay image as if it were tiled (unwanted distortions happening especially when editing the border of the overlay image), rendering it almost useless in some situations.

Weird behavior with smart materials. When I apply it using 'From Camera' projection, and have symmetry activated, the sym copy of the diffuse color channel is inverted (see screenshot: I painted the orange color, the color on the other side of the model is applied in blue tint).
Or is this some setting I have accidently adjusted?
Edit:
Is bugged. After some time (not initially in most cases) the color tint is also applied on the very same side of the model I paint on, without symmetry activated. When I paint through the image overlay, the color is applied with a very noticable blue color tint using the paint brush (though not as strong as in the screenshot above), while the color is applied correctly using the rectangle lasso. In both cases, sometimes the edits I did using the 'Distort Image' functionality are ignored/ applied color does not match the image overlay.

I didn't get Modo 10 yet, but even from a very short official video clip on youtube demonstrating that feature I could see that it would probably not be usable. From what I've seen it generates a 'Dynamesh'-like quad mesh. Editing poly flow using curves was mentioned, but the result wasn't shown. Figures...
Doesn't surprise me that it freezes halfway through. Yet another half-baked Modo feature it seems...
ZBrush has the most usable autopo to date, and even that is far from perfect.

Anyone experience a problem with disappearing highres geometry? Happened 2 times last week. I sculpted an object in ZBrush, imported the highres geometry into 3D Coat. Created a retopology object in ZBrush, imported that into the retopo room in 3D Coat and baked the maps, textured the object in paint room. Everything worked fine.
Then I closed the file, and re-opened it a while later. The textured model in paint room was still there, but there wasn't a highres object in sculpt room anymore. The layers (names) were still there in the voxel tree, but there was absolutely nothing on those layers. Also, the file size was significantly smaller than a (almost identical) earlier iteration of that project, meaning the data was actually missing.
This happened a second time with a different object (also sculpted in ZBrush and then imported into 3D Coat).
Will have to test if I can reproduce it on monday.

+1
When you have a long list of objects it takes far too long to find the one you are looking for, they are not sorted in any way from what I can see. Sorting them alphabetically would be of great help.

Also, the 'use sector' feature in the sphere primitive tool options has no effect. It displays correctly in the preview, but when you apply it it only creates a complete sphere regardless of the settings.